Accuracy of group units (multiple units in a stack) is calculated separately. So basically, if you get a group of 7 archers shooting at you, they get to roll hit 7 times, this means you won't see them "miss" very often. However, when those units roll a "miss", they don't contribute their share of the damage. In example: A group of 7 archers, who would do 10 damage each (to make it simple), 5 of which "misses"... the game will still show a "hit" but they will only do 20 damage
Kalin
The easiest thing to do to address this would be to have the city "summon" the militias at the beginning of the battle via a spell (instead of spawning before battle), like a "call to arms" thing. The only thing that seems to be missing for this to work would be a summon to location thing to have your militias spawn in good locations.
I'd pay, I did the same for Elemental Limited Edition as well... >.> Not that I use it or anything, the box is still unopened, heh. But having said that... I think it would be better for everyone if Stardock would keep their full focus on making the game better rather then get distracted by all the extra fluff such as these and slack off on the actual game.
The potential traits are actually very powerful when stacked, don't under estimate them. It's the only way to get to very high levels.
Some people have reported that the AI is indeed getting way more tech trade points than they should be, it's probably a bug.
For towns: Always City Grocer (10% HP for all units, are you kidding?). Always Almshouse (needed on large maps with lots of cities). Always Guild Tribunal (don't really need the gold by the time my towns are lv5). As for the merchant -> market thing, merchants can be built in all cities, market can't (town only). I think that's why they didn't make it upgraded straight up.
Not to dis the mod (I think it looks very nice - particularly the mountains), but the purple is actually intentional because it is one of the two colors Stardock uses to signify "life". If you've played other Stardock games like GalCiv, you'd know that the purple planets are the best for this same reason. The empires in Elemental are people who lives on VERY rich land (even better than the Kingdoms), they don't live on broken, dead areas with nothing growing. The kingdoms simply e
If that's seriously ruining a game for you, you can fairly easily comment out Economic Treaty in the xml, or move it down the techtree. Personally, it makes sense that when you build an outpost or a trading deal, to build roads in between. I don't see a problem with how it is done now *shrugs*.
[quote who="seanw3" reply="63" id="3282214"] No, it's impossible to do. Werewindle's brain exploded twice trying to accomplish it and I am the one that has to reassemble him. Please don't tempt him to try again. I am running out of sprockets. [/quote] Wait, which part are we talking about here? If you mean you can't get it to apply on normal hit, then yeah, the only one that seems to do that is MeleeAppliesSpell, and that only works in
They don't just look at your "score" they look at your army ratings. The problem is, the game has a terrible army strength rating system (you see this in the weak-medium-strong-epic badges), so it's not very consistent. A well design medium strength army could wipe the floor with a strong one, so they declare war thinking they are stronger only to get their clocks cleaned. The rating system needs work, the diplomacy system needs work... along with some more intelligent AI beha
For someone who's off playing another game, you're spending an awful lot of time on the FE forums. I wonder why that is... to make Stardock "get it" ...? I think you need to take a little break and think things over. No amount of crying is going to make them change their entire game, they've built an entire universe on it (whether you like it or not). Especially not when it's been released, if you honestly expect otherwise, you're just delusional. What you're looking f
I'm sorry, but nothing in what you're saying is telling me "instaroads are a problem". All you seem to be saying is how Arcane monolith works, and believe me, I know... are you complaining that Arcane Monoliths are too OP? Because I think that argument has been done to death (see my post earlier about sneak attacks).
It's pretty obvious that the spell book is out of date... There is no Calm or Devotion anymore that I know of... There is only 2 spells that reduces unrest, Oppression (death 1) and Bless City (researched - but way too mana expensive), I believe these were changed during the whole essence change around beta4. Also... just somethings I noticed off my head from the spellbook... Life2/Water2 = Mantle of Oceans (not calm) Life2/Fire2 = Glyph of L
[quote who="Schweiz" reply="19" id="3282179"] They let you return to your ZoC/more important areas so quickly. THINK OF THE EFFICIENCY! Waste turns for no Hills! No Swamps! No R- oh hey its like Master Scouts for retreating/long term set ups.[/quote] If you're casting monoliths just to return to your ZoC, you should just have casted Cloud Walk.
[quote who="Werewindlefr" reply="55" id="3281959"] An example: I've been trying to have fire staves (the ones for trained units) deal damage over time that scales with the caster group size to whoever was hit by them. It's impossible to do, because of the odd way things were coded. And this is something relatively basic (fire dealing some DoT after the attack is a relatively modest change)[/quote] This should be a relatively easy thing to do, both dot over time and
My problem with Elemental modding has always been, and will forever be... the AI. Until we can affect the AI, we just can't make any big changes to the game. Adding something new just means watching the AI not know how to use it, so you'll always be playing against the base AI/game. Since it's a singleplayer game... you can only add stuff that you'll use, you can't add things that you want used against you. So adding something cool is basically just cheating in a creative
That was changed a while ago, you can have more than 9 when defending a city.
... Turn up the difficulty...
[quote who="Humility" reply="24" id="3281413"] I don't guess it, what any diffent when I don't build troop very much until I max out reseached tree then I build troop most of time so I dont' had to worry about disband troop when they are out of date and waste of time training them a xp?[/quote] There's nothing wrong with that, but by putting off building those units until later, the AI has a chance to run you over when you don't have unit for defense. You'
Keep in mind that militias aren't meant as your only defense. If you're fighting an army, you're expected to have one of your own defending, if you don't you're meant to lose. The militias give you an extra advantage on top of your defending garrison, allowing you to have more than 9 units to defend a city. It is already exceedingly difficult to fight that as it is, there's no need to make militias stronger... what you guys need is some units.
I don't get it, if you guys hate city snaking so much, why not just keep auto placement on and move on? It's not like the AI is cheating by snaking... why are we arguing over this again even though city snaking has been drastically nerfed many times over already. If people like snaking, let them do it... if you don't, turn it off.
You got Arcane Monolith, and you're complaining about ROADS??? Try this next time: Drop a monolith next to enemy city, cloud walk in from half way across the world, take over city. Why are instaroads op again?
1. Because roads are essential for movement on larger maps unless you want to cloud walk everwhere, and building a network of roads manually is a pain in the neck. I've never had any problem with snaking. Turn on autoplacement if you hate it so much *shrugs*.
Militias do scale with tech, but only with weapon tech (if theirs have Boreal blades, it means they have the tech for it). They don't gain armor. You can also "upgrade" them via fortress upgrades (mainly init) and town grocer (HP boost). Def could come from defending bonus, or passive bonuses from other units (like shieldwall). Melee Militias weapons: Club -> Axe -> Fire Axe -> Warhammer -> Greatsword (I think...?) -> Boreal Blade Archers don&
It's very easy to do via a mod, but as I've been saying for quite some time, the upgrading system kills the AI, because they can't keep their units alive to make good use of the system. Meanwhile a decent player can keep those one or two units they made from the beginning of the game and keep upgrading it until they are level 30 and become completely indestructible. Heck, the whole group size system was probably made to make it so that this doesn't get out of hand (so that you